I'm struggling with the rules of collision. If someone who knows them inside and out could take a look at the chart below and help shed some light on what goes where, I'd much appreciate it.
Acronyms to keep things short:
CC = Character Collider
BC = Box Collider (trigger OFF)
T = Box Collider (trigger ON)
Collision cases:
CC hits CC = [Only works when I use Ex Sprite Script with Collision Type = On. Not sure how to do this w/o ex2D].
CC hits T = Trigger Event
CC hits BC = [On CC, BC cannot hit CC] Collision Event > On Controller Collider Hit
T hits T = ??
T hits CC = ??
T hits BC = ??
BC hits BC = Collision Event
BC hits CC = Collision Event (BC must "fall" into CC. If BC is moving and CC hits from side, this will not register)
BC hits CC = ?? (BC isn't falling, but CC hits it)
BC hits T = Trigger Event
From what I'm seeing, the above scenarios make it very difficult to use one set of actions for one object. For example, how would you use one FSM for an object that moves 50% of the time and is at rest 50% of the time? Anything that hits the object needs to be recorded inside the object, not outside in another object. If I add the logic for the object in the object and everything it collides with, this would be incredibly messy.
Is there a way to call a collision for object X when infact object Y collided with object X?